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#52 Sep 11 2013 at 8:59 PM Rating: Good
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63 posts
PhrozenFFXI wrote:
reptiletim wrote:
SolomonGrundy wrote:
Puppermaster: Pugilist plus Goldsmith :-)


Alchemist + Conjurer = Chemist?

I like the idea of including the crafting classes into the equation, but I wonder about advanced jobs for the crafting and gathering classes?

Carpenter + Botonist = Lumberjack!

or something...


I would like to see a few crafting classes get advanced jobs. Something like Blacksmith and Alchemist producing Engineer. Magitek is in the game. Make it happen.
My first class in FFXI was THF, and creating another base class that leads to this would be nice as well.

Edited, Sep 11th 2013 10:40pm by PhrozenFFXI


I always thought that merging crafting with fighting classes would be awesome. I especially like the Engineer. I'd like to see some autocrossbows and bio blasters, if you know what I mean.
#53 Sep 11 2013 at 9:05 PM Rating: Good
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3,530 posts
sscearcev wrote:
SE might have written themselves into a corner, basic party size of 4 people doesn't really allow for much expansion, They can't really just implement a support role without making it stupidly powerful, since it would have to effectively boost one DD to nearly the damage of 2. Without the ability to add Support as a role, 95% of existing FF classes would fall into the DD role


That's a really good point. As true as it is disappointing...
#54 Sep 11 2013 at 9:16 PM Rating: Good
29 posts

I thought musketeer was allready confirmed? bunch of people online seem to think so too. The next class will be in limsa so just take a look at the surroundings to make an educated guess. theif, pirate, muskateer all fit the theme. there's dancers all over ul'dah too so that could possibly work...if you look at what the game needs then i would say a healer/support class.
#55 Sep 11 2013 at 9:34 PM Rating: Good
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150 posts
SolomonGrundy wrote:
Puppermaster: Pugilist plus Goldsmith :-)



You might be on to something with this.

How crazy would it be to have crafting classes mixed in here with battle classes?

They would be able to craft or gather unique items? Interesting combat play?

What about a marauder + botanist for some sort of DPS/Druid type lumber jack?

Or lancer + fishing for some sort of Neptune water god like class a melee mage

This could get interesting.
#56 Sep 11 2013 at 9:45 PM Rating: Good
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12,232 posts
Probably already said, but Musketeer already has a guild, it won't be an Archer spinoff.
#57 Sep 12 2013 at 2:23 AM Rating: Decent
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79 posts
Something that strikes me on here is that lots of people are missing 1 very important factor - How the armory system actually works.

under the current system you cannot combine 2 class to equal a new job with a NEW weapon, so while RDM looks like it fits perfectly GLA+CNJ or GLA+THM i dont think MAR+THM = dark knight wielding a great sword makes any sense.

Musketeer as a base class introduces firearms which can be specialised in to COR or maybe RNG ???

I guess what im trying to say is ANY job that needs a NEW weapon type needs a base class or it breaks the current system.

these are few examples of how i think it could work in the current system

berserker (great sword) --> dark knight using BSK/THM for example
musketeer (rifle) --> COR or RNG
Pirate ??? (knife not dagger) --> THF
? (katana) --> NIN
? (Great Katana) --> SAM






Edited, Sep 12th 2013 4:24am by BlackstarrStrife
#58 Sep 12 2013 at 2:47 AM Rating: Good
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4,511 posts
You have to keep the Armoury system in mind. It's really the bottleneck for making new jobs. It's one of the worst idea's in gaming history as far as i'm concerned in the amount it limits the system.

You cant just make a Marauder into a Dark Knight with a great sword. It doesnt happen. Marauder has Great Axes.
Which can only mean that a Dark Knight which develops from a Marauder has a Great Axe too.

We cant ever have a Samurai or a Ninja with Katanas unless we get a base-class that can also use Katana weapons.

Thief? Technically it could still belong to Gladiator since thieves use daggers and swords alike, sometimes with offhand shields. But that would then be their weapon restriction as well. They would also be stuck with a lot of Gladiator's native skills that they cannot get rid of.

Same for a lot of jobs that use unique weapons. Unless they get a new Base-Class that also uses that weapon and has unique abilities, your hopes of ever seeing the job are slim at best.
____________________________
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#59 Sep 12 2013 at 3:14 AM Rating: Excellent
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589 posts
KojiroSoma wrote:
You have to keep the Armoury system in mind. It's really the bottleneck for making new jobs. It's one of the worst idea's in gaming history as far as i'm concerned in the amount it limits the system.

You cant just make a Marauder into a Dark Knight with a great sword. It doesnt happen. Marauder has Great Axes.
Which can only mean that a Dark Knight which develops from a Marauder has a Great Axe too.

We cant ever have a Samurai or a Ninja with Katanas unless we get a base-class that can also use Katana weapons.

Thief? Technically it could still belong to Gladiator since thieves use daggers and swords alike, sometimes with offhand shields. But that would then be their weapon restriction as well. They would also be stuck with a lot of Gladiator's native skills that they cannot get rid of.

Same for a lot of jobs that use unique weapons. Unless they get a new Base-Class that also uses that weapon and has unique abilities, your hopes of ever seeing the job are slim at best.


Pehaps this could work then:

CLASS: Ronin (uses katana or great katana)
JOBS: Samurai and Ninja


Edited, Sep 12th 2013 5:15am by SolomonGrundy
#60 Sep 12 2013 at 3:48 AM Rating: Decent
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91 posts
KaneKitty wrote:
Anything at all -≫ Some kind of support class

Seriously, give us a dedicated support class. I'm sick to death of Tank / Heal / DD!



I'm all for this, but wouldn't that change the level design and game mechanics of group instances quite a bit? That may create a scenario where you can't finish a dungeon unless they took all possibilities into account. Also, how would the duty finder take this into account for auto matching?
#61 Sep 12 2013 at 5:48 AM Rating: Excellent
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79 posts
Trainer > Beastmaster Whips are the weapon

Pirate > Blue Mage Falchions are the weapons

Fencer > Red Mage Rapiers are the weapons

Alchemist > Chemist Potions that deal damage or heal
#62 Sep 12 2013 at 6:46 AM Rating: Excellent
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589 posts
I'm surprised I haven't seen this yet


culinary + Thaumaturge =





BACONMAGE

#63 Sep 12 2013 at 6:56 AM Rating: Decent
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826 posts
LucasNox wrote:
Pugilist > Dancer

Archer > Ranger or Hunter

Gladiator > Red Mage

I don't predict Musketeer being a branch of Archer.

Edited, Sep 10th 2013 1:05pm by LucasNox


Actually, in 1.0 the MRD guild was the Musketeer's guild. Musketeer could easily be a combination of ARC and MRD. It almost has to come from ARC as a base though, since it's the only non-magic ranged class. It also fits that it'd be placed in LL again as well, since they'd be 'Corsair' like in their abilities based on what little we knew about Musketeer in 1.0.


Edited, Sep 12th 2013 6:01am by Dallie
#64 Sep 12 2013 at 6:58 AM Rating: Decent
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826 posts
jcavaliere wrote:
KaneKitty wrote:
Anything at all -≫ Some kind of support class

Seriously, give us a dedicated support class. I'm sick to death of Tank / Heal / DD!



I'm all for this, but wouldn't that change the level design and game mechanics of group instances quite a bit? That may create a scenario where you can't finish a dungeon unless they took all possibilities into account. Also, how would the duty finder take this into account for auto matching?


They need to tweak the Duty Finder as is, and hybrids would be a perfect reason to do so, allowing for spots that may be able to do two roles. I've stated before, things such as guildhests don't really require a standard trinity setup.

It could be like WoW's LFD tool, where you're allowed to select multiple roles when entering the queue.


Edited, Sep 12th 2013 5:59am by Dallie
#65 Sep 12 2013 at 7:03 AM Rating: Good
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589 posts
nonameoflevi wrote:
I'm surprised I haven't seen this yet


culinary + Thaumaturge =





BACONMAGE



Genius.
#66 Sep 12 2013 at 7:04 AM Rating: Decent
Dallie wrote:
LucasNox wrote:
Pugilist > Dancer

Archer > Ranger or Hunter

Gladiator > Red Mage

I don't predict Musketeer being a branch of Archer.

Edited, Sep 10th 2013 1:05pm by LucasNox


Actually, in 1.0 the MRD guild was the Musketeer's guild. Musketeer could easily be a combination of ARC and MRD. It almost has to come from ARC as a base though, since it's the only non-magic ranged class. It also fits that it'd be placed in LL again as well, since they'd be 'Corsair' like in their abilities based on what little we knew about Musketeer in 1.0.


Edited, Sep 12th 2013 6:01am by Dallie


I wasn't saying it was impossible, I just think the other Archer job will be Ranger or Hunter with Musketeer being its own class. (It's my prediction)

Edited, Sep 12th 2013 9:05am by LucasNox
#67 Sep 12 2013 at 7:13 AM Rating: Decent
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826 posts
LucasNox wrote:
Dallie wrote:
LucasNox wrote:
Pugilist > Dancer

Archer > Ranger or Hunter

Gladiator > Red Mage

I don't predict Musketeer being a branch of Archer.

Edited, Sep 10th 2013 1:05pm by LucasNox


Actually, in 1.0 the MRD guild was the Musketeer's guild. Musketeer could easily be a combination of ARC and MRD. It almost has to come from ARC as a base though, since it's the only non-magic ranged class. It also fits that it'd be placed in LL again as well, since they'd be 'Corsair' like in their abilities based on what little we knew about Musketeer in 1.0.


Edited, Sep 12th 2013 6:01am by Dallie


I wasn't saying it was impossible, I just think the other Archer job will be Ranger or Hunter with Musketeer being its own class. (It's my prediction)

Edited, Sep 12th 2013 9:05am by LucasNox


I didn't totally disagree, just my prediction it would stem from ARC as the base class. Every one has opinions! XD Really, if we got down to it, there's no telling what else they'll pull out of the collective hat. I would have never though SMN would have come from Arcanist, and would have been its own base class, so /shrug, who knows.
#68 Sep 12 2013 at 10:18 AM Rating: Good
18 posts
weran wrote:
So, I've been thinking a bit lately about how I believe SE has set a precedent for other job progressions in the future, based around how they designed the Arcanist class branching into the Summoner and Scholar jobs.

It seems to me that they are possibly establishing a pattern to introduce other jobs down the line, following this same path.

So, here are my predictions, and I'd love to hear what you guys think! (I've left Arcanist off, for obvious reasons)

Archer -> Bard and Ranger (or Musketeer/Corsair)
Conjurer -> White Mage and Geomancer
Gladiator -> Paladin and Red Mage
Lancer -> Dragoon and Samurai
Marauder -> Warrior and Dark Knight
Pugilist -> Monk and Ninja
Thaumaturge -> Black Mage and Time Mage

Obviously, these are suppositions and guesses... but also seem like they could hold a possibility of coming to fruition.


KojiroSoma wrote:
They're going to have to add Base classes like they did with ConjurerArcanist if they want to expand on what we currently already have.

That said, the world already contains Time Mages, Corsairs/Musketeers, Engineers, Seers/Oracles and if you ignore the shield, there's a Galka in outside the Royal Court in Ul'Dah wearing what can only be described as a Blue Mage attire (Empyrean from XI).

The options are all already there. I just figure we're going to have to get new base classes if you actually want to wear the weapons they normally have.

A samurai without a Great Katana for instance wouldnt be a samurai to me.
Gladiator already wears knives at times, but for something like Thief or so i'd imagine we'd get a diffirent subclass too.

*edit* sleepy...

Edited, Sep 10th 2013 8:08pm by KojiroSoma


When thinking of the new potential classes, you have to think about the weapons they really would use, and what they would really bring to the table.

Archer -> Bard and Ranger
Ranger could work, make them more attack orientated and maybe with a pet. (solve the beast tamer wants)

Conjurer -> White Mage and Geomancer
Geomancer, atleast in Tactics, weren't staff wielders.

Gladiator -> Paladin and Red Mage
Adding red mage would be a great addition to the GLD line, but i could see them adding dark night to this as well. Looking at all the past games, Dark night didnt rely on a 2 handed sword in them all. (It would be nice if they did though.) Neither of these classes are really Tanks though, which is what the GLD/PLD is. So I could also see neither of these occuring.

Blue mage could be a great fit here.

Lancer -> Dragoon and Samurai
..no. just no. a samurai (while trained in a polearm) needs to wield a katana, its iconic, you just need to.

Templar would be a nice add to this class though.

Marauder -> Warrior and Dark Knight
as with the GLD/PLD, MRD/WAR is a tank, so they would be taking away from the

Pugilist -> Monk and Ninja
personally i think adding Geomancer in here would be a better fit, but ninja is definitely a possibility.

Thaumaturge -> Black Mage and Time Mage
I want time mage so badly. I dont care where it goes, just give us one.

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"New" Classes:

Scout > Thief and Ninja
Weapon: Dual Daggers
Type: Tank or DPS
Thoughts: There isnt any reason this couldnt be a either a tank or a DPS, have it high in evade,parry and decent health or have it do high crit damage. Either way, the skillset would really determine which direction they took this with. Currently the only job to have dual weapons, is PUG. Since they already gave up daggers to GLD, this the only way i can see thief getting into the game.

Fencer > Red Mage/Mystic Knight/Spell Sword
Weapon: Thin Swords (+maybe shield)
Type: DPS
Thoughts: You know what they are, and the majority of people want one.

Musketeer > Pirate
Weapon: flintlock style Guns
Type: DPS
Thoughts: I want another ranged DoW, but since using a gun, their drawback would be high enmity generation, slower skill cooldown, but they also do huge spikes of dmg.

(something) > viking
Weapon: single handed axes, blunt weapons
Type:Tank
Thoughts: We need another option for a tank, maybe the viking can do warcries of some sort to gain the attention of enemies. it could also be more focused on debuffing the monsters. or instead of warcries, it could do hate generation over time on enemies, kind of like DoT.

(something) > Samurai
Weapon: Katana or great katana (only one)
Type: DPS / off tank
Thoughts: Fast attack speed, heavy armor. this would be really cool to setup to chain attacks. just one attack leading into another..*fades off*

Fighter > Dark Knight
Weapon: Great sword
Type: DPS
Thoughts: give the people what they want.

And finally, something with the Magitek. Enemies, get it. I want it. Maybe it could be a new Mage class? oooh yea!

Engineer > Magitek Knight
Weapon: Orb
Type: DPS
Thoughts: Magitek related, from the mounts, from FF6 (or ff3, whatever you want to call it)) I think this could potentially game breaking, so it would need to be something you REALLY had to work for. hmm ie master a few crafting classes along with crafting the starting gear for it..

-----

I dont think all of these should be implemented, im sure a lot of these would probably need to be balanced heavily. I am sure Yoshi-P could do it though. That guy is awesome.
#69 Sep 12 2013 at 11:11 AM Rating: Good
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2,550 posts
FringeBenefits wrote:
I just noticed that Thief was missing from the starter classes. Interesting...perhaps they will add it later to be a subjob for Ninja. I am wondering if and where they would fit in the BLUE mage.


Easy, I am noticing that many of the monsters that were there in FFXI that blue learned spells from are still in the game, and still use the same attacks. I will miss Bludgeon though (No card peoples) =(
#70 Sep 12 2013 at 11:21 AM Rating: Excellent
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660 posts
Why are people so stuck on FFXI jobs and weapons?

Cecil was a dark knight that used a sword and board!

If you want a great sword how about a SOLDIER class?

Why cant Blue Mages and Red Mages branch from Gladiator? Or Theif?

Why cant Gunner be a support job branching from Musketeer, adding shot debuffs amd possibly healing shots?

I dont see the Armory System as broken at all. Theres a ton of different play styles they could explore with classes and lots of combinations of jobs to put together to meet them. This is a great thing, since players in an MMO generally like to be able to customize their experience which was a one of FFXI's strengths.
#71 Sep 12 2013 at 12:49 PM Rating: Decent
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1,270 posts
My guesses:

Archer -> Ranger (bow) (dd + a dd limit break)
Conjurer -> Geomancer (wand/bell) (healer)
Gladiator -> Red Mage (sword + shield) (heals/debuffs)
Viking -> bst / berserker (dual 1h axes) (dd for both)
Lancer -> templar (tank)
Shinobi -> nin/samurai (katana) (both tanks)
Marauder -> Dark Knight (tank)
Pugilist -> Puppetmaster (DD)
Thaumaturge -> Time Mage (DD/healer)
Musketeer -> corsair / pirate (buff/dd for corsair just dd for pirate)
Blade dancer -> theif/dancer (dd for theif / healer for dancer)


tanks - 4 more
healers - 4 more
dd - 7 more

Trying to keep it balanced
#72 Sep 12 2013 at 1:08 PM Rating: Good
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785 posts
dustinfoley wrote:
My guesses:
Marauder -> Dark Knight (tank)

they wouldn't do that to me...would they?
#73 Sep 12 2013 at 1:59 PM Rating: Good
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239 posts
Quote:
(something) > viking
Weapon: single handed axes, blunt weapons
Type:Tank
Thoughts: We need another option for a tank, maybe the viking can do warcries of some sort to gain the attention of enemies. it could also be more focused on debuffing the monsters. or instead of warcries, it could do hate generation over time on enemies, kind of like DoT.


This, OH God This.

I like the idea of warcries that taunt and debuff the mobs. Kind of makes a tank also help with the support too. It has always been annoying to me as a career tank that all we do is tank, I would really like out abilities to be able to support the group me. Maybe some different types of warcires based on the mobs you are fighting, one that also silences, one that slows, one that paralyzes, etc.

I don't care if the job flings **** at the mobs like a monkey to gain agro, as long as they give me a job with duel one handed axes I am happy :)
#74 Sep 12 2013 at 2:47 PM Rating: Good
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826 posts
Techsupport wrote:
Quote:
(something) > viking
Weapon: single handed axes, blunt weapons
Type:Tank
Thoughts: We need another option for a tank, maybe the viking can do warcries of some sort to gain the attention of enemies. it could also be more focused on debuffing the monsters. or instead of warcries, it could do hate generation over time on enemies, kind of like DoT.


This, OH God This.

I like the idea of warcries that taunt and debuff the mobs. Kind of makes a tank also help with the support too. It has always been annoying to me as a career tank that all we do is tank, I would really like out abilities to be able to support the group me. Maybe some different types of warcires based on the mobs you are fighting, one that also silences, one that slows, one that paralyzes, etc.

I don't care if the job flings **** at the mobs like a monkey to gain agro, as long as they give me a job with duel one handed axes I am happy :)


I would totally have to make a character or use a purchased name change just to have him be called Fling Pu.
#75 Sep 12 2013 at 2:56 PM Rating: Good
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2,550 posts
reptiletim wrote:
Why are people so stuck on FFXI jobs and weapons?


Blue Mage was introduced in FFV I believe, so it is not unique to FFXI. And I'm stuck on it because I really love the job and hope that it surfaces in at least some form.
#76 Sep 12 2013 at 2:58 PM Rating: Good
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2,550 posts
Dallie wrote:
Techsupport wrote:
Quote:
(something) > viking
Weapon: single handed axes, blunt weapons
Type:Tank
Thoughts: We need another option for a tank, maybe the viking can do warcries of some sort to gain the attention of enemies. it could also be more focused on debuffing the monsters. or instead of warcries, it could do hate generation over time on enemies, kind of like DoT.


This, OH God This.

I like the idea of warcries that taunt and debuff the mobs. Kind of makes a tank also help with the support too. It has always been annoying to me as a career tank that all we do is tank, I would really like out abilities to be able to support the group me. Maybe some different types of warcires based on the mobs you are fighting, one that also silences, one that slows, one that paralyzes, etc.

I don't care if the job flings **** at the mobs like a monkey to gain agro, as long as they give me a job with duel one handed axes I am happy :)


I would totally have to make a character or use a purchased name change just to have him be called Fling Pu.


I like Tro Pu.
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